made lower difficulty bots a bit easier
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533cd8a93c
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4256d15bf1
5 changed files with 121 additions and 23 deletions
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@ -893,8 +893,10 @@ private:
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edict_t *m_targetEntity; // the entity that the bot is trying to reach
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edict_t *m_hostages[MAX_HOSTAGES]; // pointer to used hostage entities
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bool m_moveToGoal; // bot currently moving to goal??
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bool m_isStuck; // bot is stuck
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bool m_isReloading; // bot is reloading a gun
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int m_reloadState; // current reload state
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int m_voicePitch; // bot voice pitch
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@ -946,13 +948,19 @@ private:
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float m_lookPitchVel; // look pitch velocity
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float m_lookUpdateTime; // lookangles update time
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bool m_moveToGoal; // bot currently moving to goal??
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Vector m_randomizedIdealAngles; // angle wanted with noise
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Vector m_angularDeviation; // angular deviation from current to ideal angles
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Vector m_aimSpeed; // aim speed calculated
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float m_randomizeAnglesTime; // time last randomized location
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float m_playerTargetTime; // time last targeting
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void InstantChatterMessage (int type);
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void BotAI (void);
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void CheckSpawnTimeConditions (void);
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bool IsMorePowerfulWeaponCanBeBought (void);
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void PurchaseWeapons (void);
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bool IsMorePowerfulWeaponCanBeBought (void);
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int PickBestFromRandom (int *random, int count);
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bool CanDuckUnder (const Vector &normal);
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@ -1009,6 +1017,7 @@ private:
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bool EnemyIsThreat (void);
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void UpdateLookAngles (void);
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void UpdateBodyAngles (void);
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void UpdateLookAnglesLowSkill (const Vector &direction, const float delta);
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void SetIdealReactionTimes (bool actual = false);
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bool IsRestricted (int weaponIndex);
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bool IsRestrictedAMX (int weaponIndex);
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